set(APP_NAME lua_empty_test)

set(SAMPLE_SRC Classes/AppDelegate.cpp)

if(LINUX)
    set(SAMPLE_SRC ${SAMPLE_SRC} proj.linux/main.cpp)
    set(RES_PREFIX "/Resources")
elseif(WINDOWS)
    list(APPEND SAMPLE_SRC proj.win32/main.cpp)
    set(RES_PREFIX "")
elseif(MACOSX OR APPLE)
    set(SAMPLE_SRC ${SAMPLE_SRC} proj.mac/main.cpp)

    file(GLOB_RECURSE APP_RESOURCES ../res/*)
    cocos_mark_resources(FILES ${APP_RESOURCES} BASEDIR ../res RESOURCEBASE Resources/res)
    file(GLOB_RECURSE APP_SCRIPTS ../src/*)
    cocos_mark_resources(FILES ${APP_SCRIPTS} BASEDIR ../src RESOURCEBASE Resources/src)
    file(GLOB_RECURSE COCOS_SCRIPTS ${CMAKE_SOURCE_DIR}/cocos/scripting/lua-bindings/script/*)
    cocos_mark_resources(FILES ${COCOS_SCRIPTS} BASEDIR ${CMAKE_SOURCE_DIR}/cocos/scripting/lua-bindings/script RESOURCEBASE Resources/src/cocos)
    
    list(APPEND SAMPLE_SRC ${APP_RESOURCES} ${APP_SCRIPTS} ${COCOS_SCRIPTS})
endif()

include_directories(
  Classes
  ../../../cocos/scripting/lua-bindings/manual
  ../../../external/lua/lua
  ../../../external/lua/tolua
)

# add the executable
add_executable(${APP_NAME} ${SAMPLE_SRC})

target_link_libraries(${APP_NAME} cocos2d luacocos2d)

if(MACOSX OR APPLE)
  set_target_properties(${APP_NAME} PROPERTIES
      MACOSX_BUNDLE 1
      RUNTIME_OUTPUT_DIRECTORY "${CMAKE_BINARY_DIR}/bin"
      )

else()

    set(APP_BIN_DIR "${CMAKE_BINARY_DIR}/bin/${APP_NAME}")

    set_target_properties(${APP_NAME} PROPERTIES RUNTIME_OUTPUT_DIRECTORY "${APP_BIN_DIR}")

    pre_build(${APP_NAME}
      COMMAND ${CMAKE_COMMAND} -E copy_directory ${CMAKE_CURRENT_SOURCE_DIR}/../res ${APP_BIN_DIR}${RES_PREFIX}/res
      COMMAND ${CMAKE_COMMAND} -E copy_directory ${CMAKE_CURRENT_SOURCE_DIR}/../src ${APP_BIN_DIR}${RES_PREFIX}/src
      COMMAND ${CMAKE_COMMAND} -E copy_directory ${CMAKE_SOURCE_DIR}/cocos/scripting/lua-bindings/script/ ${APP_BIN_DIR}${RES_PREFIX}/src/cocos
      )

endif()
